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Tapardy

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A member registered Feb 29, 2024 · View creator page →

Creator of

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Glad you liked it!
Yeah, in hindsight the trash bin slot doesn't really look like a trash bin slot.
Wanted to make an animated tutorial to show some things, but ran out of time and honestly, don't know where I would've started with that

Initially the boss was supposed to have light and dark attacks, which you had to dodge in the respective realm, unfortunately due to time constraints and other things, it was scrapped

Just double checked the attack and you're kinda right

The attack stops at  0.58, but the animation is a bit different.
It goes back to idle stance after an attack, and this part of the animation happens around 0.52-0.55. The cooldown being 0.59
This indeed leads to a couple frames where it feels like the attack has a cooldown. This was an oversight.

Ohh I really lke the suggestion of the mushrooms.
They are actually the snails
It is indeed super hard to know where they are, as the only indication is that the ones which spew poison, are slightly higher than the ones that do not.
The idea of them always puffing, without producing the poison, sounds really good!

The idea of the game becoming harder the more you become a lich could maybe be expanded upon when this game is picked up again and turned into a metroidvania.

May I ask what delay on the attack you are talking about?
Is it the spells? If so, the spells had an issue where you could cast it twice with the second cast being completely free, even though on line 45 was the casting, and 33 was the one that SHOULD stop such a thing from happening, hence a short cooldown.

Performance wise, most of it is negated with hardware acceleration, according to the playtesters.
Then again, they didn't have a bad pc, nor do I have one that I can test the game on. I should probably invest in a cheap laptop for that.


There are still some things which will unfortunately freeze the game for a little bit, but I was unable to fix this without putting focus on gameplay itself.

I get what you mean about the attack. The issue is the opposite. It tracks the animation perfectly, which causes it to appear before the big flash, making it seem like its frame 1.
Good feedback, in the future I will make it more apparent by starting hitboxes and such later.

This is the first complaint about sprites not touching, but still damaging.
Is this purely on the boss fight, or in enemies as well?
The boss is 10-15 pixels too high, which is a known issue, but no one warned me about issues with enemies yet.
The skeletons do have contact damage, so that could be the culprit.


Yeah the snail enemies are nasty. They are SLIGHTLY higher than the inactive counterpart, but I agree, there could have been better ways to handle these.


Overall, thank you for playing the game and for the extensive feedback!

Haha, yeah I admit, the trash slot doesn't explain itself very well. Good suggestion on the healing. I never really thought about making the player actually stop in their tracks. Maybe this is what felt off during testing.

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Thank you! I am really glad you liked the game and art. We will probably continue it at some point, but a large redesign of core systems is needed for this, and I would rather do this when I have some more experience under my belt.